Lichborne: Mists of Pandaria beta first impressions for death knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.
Having finally had a chance to play the Mists of Pandaria beta, I'll be looking this week at the basics of the experience for a level 85 death knight coming into Jade Forest, the first zone in the leveling experience.
The setup
Upon logging in to Mists of Pandaria for the first time, you will, of course, have to choose new talents. With the talent system being so radically changed, there's really no around it. Luckily, it's a relatively painless process. Having played around a bit with most of the choices, I'm not sure if many of the choices are that dynamic, but your mileage may vary.
On tier 1, you may see some blood death knights going for Unholy Blight to have a nice bit of runic power AoE, but other than that, the three choices are pretty clearly split between the three specs. That said, it's not a horrible tree, either. You can pick some cool stuff that'll help with your desired role and keep on playing, and I like that. It's just not going to be a free choice, per se. At the moment, it just appears that there's almost always a clear winner for most situations on any given tier based on your preferred spec, role, and playstyle.
The most compelling choices to be made, for me, are on the level 60 tier, where you get three pretty compelling ways to do some self-healing, each with perks and drawbacks for each spec. Death Pact gives a huge chunk of health based on your max health but requires frost and blood death knights to spend a global cooldown getting out their ghoul. Death Siphon is nice if you have spare death runes but probably won't do near as much healing as your other options in the long run. Conversion could get overpowering just because it can literally last until you run out of runic power, but runic power generation is somewhat nerfed, so that may be a reason it works. It worked well enough for questing when I tried it, and I'd hesitate to call it overpowered until we see how it does in endgame content. If nothing else, it does take away the damage (and most importantly, Blood Shield procs you'd get from the Death Strikes you'd get from triggering your rune regeneration using runic power dumps) you'd get from the runic power you spend, which may in and of itself be enough of a balancing factor.
Next, you'll need to decide what glyphs to use, and I will be honest, they seem to need the most work. Prime glyphs are gone, leaving you with only three major glyphs and three minor glyphs to assign. Luckily, this is pretty easy to do, because none of the glyphs feel like much to get excited over. There are a few that promise some limited utility, such as Glyph of Tranquil Grip, but there are very few glyphs that scream Fun and meaningful boosts to your power level! or Cool and interesting cosmetic changes!
Luckily, this is only beta, so I'm hoping death knights get another glyph pass or three. More cool cosmetic stuff like pet appearance changers or a subtle physical aura on a presence could be cool, as would more compelling glyph choices that feel like they add power or change abilities (in PvE especially), instead of just adding a few more yards of range.
Joining the fight
Upon getting to Pandaria, I found that, for the most part, leveling appear much easier than the start of Cataclysm. The first few quest rewards I received started at item level 372 (that is, just below Firelands gear), but by the middle of the zone, I'd picked up an item level 404 weapon -- enough to eclipse patch 4.3 Raid Finder gear, but I still had only replaced about half my gear.
Death knight self-healing is, of course, still not where it was in the early Wrath heyday, but I think that with the judicious use of your level 60 healing cooldown, you'll find yourself more than survivable against single targets and probably even good to go for a couple AoE sessions, (though those get a little stickier if you're not blood or didn't take some of the heavier-duty self-healing talents). If things stay as they are, any death knight who's been at least casually running a few new heroic dungeons and maybe done a few Raid Finder runs in patch 4.3 should have little trouble making the transition to Mists of Pandaria from a survivability standpoint.
For my first leg of beta testing, I focused mostly on two-handed frost and blood leveling. Both play very, very similarly to their live versions. While we have lost some runic power generators, Might of the Frozen Wastes seems to do an admirable job of keeping two-handed frost in runic power, to the point where I still found myself in Unholy Presence to be able to spend it all. That said, I don't say this to complain; I like the two-handed frost playstyle. It gives me a good amount of stuff to do with juggling procs, runes, and runic power, and the ability to choose Runic Corruption over Runic Empowerment means I can eschew the one part of the randomness I truly disliked.
That said, I still do think the people who want Killing Machine's proc to be less random or to boost frost damage so it gives us more choices instead of nudging us to spam Obliterate may have a point.
The fight has only begun
Right now, I've been mostly focused on feeling out the leveling game, and at the moment, it looks pretty solid -- I will not lie. We haven't been changed too radically, but that may be a good thing, as anyone who's been on the death knight roller coaster for far too long can tell you. We can hold our own against mobs, we can survive relatively well, and our rotations remain much as they have been, so no time tripping up and relearning everything you knew about the class just to level.
There are still problems, of course, and there are bound to be more. There's some question over whether some of the new abilities such as Soul Reaper favor one spec over another due to their damage type. I would bet that a lot of abilities will need to be switched to shadowfrost or physical damage to keep the balance there.
There are also questions of our damage. Blood tanks especially are seeing low damage amounts. In addition, many old problems remain. The balance of dual-wield and two-handed frost is very much up in the air. Unholy still has the same old issues with AoE burst damage, damage ramp-up time and pet statistic balances (mainly the fact that mastery doesn't scale with pets). Frost's Rime and Killing Machine procs are still considered too random by many.
Whether Blizzard will fix or even address all these issues remains to be seen, but I can at least confirm that the base systems are solid. Casual death knights should have little problem making the transition, at least. The real tests will probably come later. Right now, the game is capped at level 86. Once we hit level 90 and maybe even start running the new raids, we'll probably get a better of idea of where all these talents and mechanics really lead us and how well they actually stack up.
Filed under: Death Knight, (Death Knight) Lichborne, Mists of Pandaria






Reader Comments (Page 1 of 1)
paul.morales91 Apr 3rd 2012 8:36PM
A couple thoughts. First off, I think tank damage in the beta is too low overall. This is probably just a bug, so its bound to get fixed and not too many people should worry about it.
Second, any abilities that might be shared by Frost and unholy DKs should count as Shadowfrost damage to even things out, but thats just my opinion.
Third, 2H frost might not be dead after all. From the looks of things, a 2H frost DK will have much more runic power to work with as opposed to the other specs, especially in frost presence. Personally, I'm glad. I love the feel of the two-handed frost playstyle and will be very sad if it goes.
jynxycat Apr 4th 2012 12:05AM
2h playstyle?
The animation difference between DW and 2H is not really a change in playstyle -_-
Unholy and Frost are different playstyles, but both Frost dw/2h use the same spells, the character just swings different weapons. And honestly, who has time to look at their weapon animations in an encounter?
d:
Ballmung Apr 4th 2012 4:30AM
Blood actually received nerfs to their damage on their main spells so they do about half their damage. So both Deathstrike and Heartstrike are hitting for less those playing the home game. While I'm sad to see this we kinda asked for it when 10 dks rode into FL and downed heroic Ragnaros. They couldn't attack survivability without breaking us or our already active mitigation design so they nerfed our damage so we'll be seeing enrage timers. Sometimes just because we can doesn't mean we should. =P
As for 2h vs dw I don't claim to know the difference but I'm sure there's a nuance difference between the two. One might see more Killing Machine procs while the other does higher damage but less procs to balance out. So right here I'll say it's probably for the best for Killing Machine to be kinda random. They make it less random and they'll have to nerf Oblit and Frost Strike (not frost so going from memory) to even out.
Segueing into Shadowfrost, not EVERY ability shared between unholy and frost should be shadowfrost. Big later spells that are shared like Necrotic Strike and Soul Reaper sure. Both have their uses and Soul Reaper itself will probably see a lot more when we get it. But I am of the perspective that baseline death knights have a lot of shadow based spells like death coil and death and decay. Going frost you learn frost based equivalents like Froststrike and Howling Blast while still keeping the same shadow based ones. If early death knights had more frost damage spells instead of just icy touch I could see this having some greater support. I'm all for keeping the two even but because of what I mentioned just above it just sounds like frost trying to get a nice chunk of the unholy pie after they got their own to eat.
Frosthare Apr 4th 2012 8:31AM
@jynxycat
Why does 2h frost have to differ in playstyle from dw frost? The point of the flexibility is not to give a de facto third spec, it's to give frost dk's the flexibility to run with whichever weapon they prefer to wield and/or whichever gives them the best output. Your point is moot anyway: I've run all three options in all cata raid tiers and while the playstyle between the two frost options isn't as markedly different as the difference between frost and unholy, it IS still a bit different in the pacing and in the priorities. I LOVE the fact that Blizzard nuanced it just differently enough so that I was able to switch back to my preferred spec in T13 because my comfort level with the spec overcame any perceived shortcomings in damage output.
I just really hope Blizz does something to make blood more interesting. I was a tank all through wrath, but gave it up in cata because I felt dps was more interesting, and the risk/reward of dps' survivability was more at the forefront of a raid's success than the abilities of a tank that essentially just stands there and spams death strikes all day long.
Nobar Apr 3rd 2012 8:36PM
When I saw that change to MotFW, I almost jumped for joy.
That being said (it can't be said enough, lets be honest), I do hope they manage to keep DW and 2H in line with one another.
Leviatharan Apr 3rd 2012 10:08PM
I wasn't aware Unholy Blight cost Runic Power.
That said, I never understood why Gargoyle was never changed to Shadow damage, especially after we lost the original Corpse Explosion (which was Nature damage) or after Unholy's mastery enhanced Shadow damage.
But it's still early Beta, as you've said, there's certainly time for change. I'm convinced they're just slow on the Death Knight glyphs because they're trying to balance those out with the new runeforges that were promised. Could just be wishful thinking, of course.
Ed Apr 3rd 2012 10:41PM
I wonder if it feels strange to be a Death Knight in Pandaria.
I feel like they're the most strongly themed of all the classes, and though they felt a bit out of place in locations like Outland, at least there was a history of Orcish death knights - distant cousins to our actual death knights, but still.
It'd be nice if Blizzard went a bit out of their way to weave the Death Knight into Pandaria a little better.
Maybe I should post this on the next queue!
Snuzzle Apr 4th 2012 8:15AM
They probably won't, though, because the protection of the Mists prevented the Death Knights, Scourge or Lich King from touching Pandaria... thus why no panda DKs. They have the Sha instead.
Stk5m Apr 4th 2012 11:31AM
It would be interesting if the Sha and DKs formed some kind of shady alliance since both have the "I feed on your misery" thing going on. I would be very happy with a new combat pet.
andrews Apr 4th 2012 12:04AM
I have to have run Cata heroics or raids to quest in Panderia? That would be horrible. My DKs are alts, so they may wait until my hunter main makes it through and gets some BOE drops I suppose.
I do recall early Cata to have been tough until I had green drops from those who had gone before.
shoham Apr 4th 2012 5:30AM
blizzard is killing off the DK, in cata i felt that my main - dk, is being totally put to the sidelines. there is no reference to death knight lore, quests and no reference to it what so ever. our talents suck compared to what they were( guess with the lich king dead we would be weaker)
what ever happened to the great death knight race after wrath..
ive got a blood elf death knight- two things blizzard would like to forget...
Literaltruth Apr 4th 2012 8:39AM
Wrath was all about DKs. After Wrath DKs became just one class of 10. You can't expect to get more lore/attention than any other class now that Wrath is over. You may as well ask where all the great Warrior lore is, or all the great Warlock lore, or Priest lore...you don't get to be the special snowflake class after Wrath, but that doesn't mean Blizzard is "killing off" DKs.
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Squid Apr 4th 2012 9:08AM
I understand the idea that rune regeneration slows down for tanks, but I think that Conversion could be a good talent, especially in heavy-damage phases if Empower Rune weapon is available. Conversion is equivalent to Lichborne and Death Coil, except that you can just hit it and don't have to spend GCDs- you can go right back to using Death Strike for shields as it ticks. I expect most tanks will be taking Anti-Magic Zone over Lichborne for this reason.
jynxycat Apr 4th 2012 11:29AM
The thing about Conversion is though... that RP is vital in getting more runes as a tank. It's almost required.
You're going to need to Deathstrike to be a tank.
Right now the Conversion talent works the best for 2H frost, but just because of the way 2h frost gets oodles of RP.
I mean, I suppose it's close to Deathcoil/Lichborn in that you need a full bar to use it, but that was using the Cataclysm style of RP/Runes. The pace of both will change in Mists.
Snuffey Apr 4th 2012 10:36AM
I am not sure about major but minor glyphs have most definitely not been looked at yet maybe thursday we'll have some cool minors like mages and druids and locks have.